HB Class Bonded Companion

 Under Construction

The character will always be referred to as the Bonded, while the animal companion will always be referred to as the animal.

Bonded

WIP: A few paragraphs of the types of Bonded

Life Long Friend

WIP: Flavor text

The Divine Bond

At a young age, likely close to their birth, the bonded and the animal's souls an intertwined through a divine ritual. The animal is awakened in the process, becoming an intelligent creature but does not gain the ability to speak, but it understands one language the bonded knows aside from common.

Creating a Bonded

WIP: When making a bonded, consider why your character is bond with their animal companion.

Quick Build

You can make a bonded quickly by following these suggestions. First, Strength should be your highest ability score, followed by Constitution. Second, choose the Outlander background.

Bonded Class Table

Bonded Class Level Proficency Bonus Class Feature
1 +2 Animal Companion, Revival Ritual
2 +2 Bonded Archetype
3 +2 Primal Heritage
4 +2 Ability Score Improvement
5 +3 Extra Attack
6 +3 Primal Heritage, Bonded Archetype Feature
7 +3 Bound Souls
8 +3 Ability Score Improvement
9 +4 Primal Heritage, Companion Multi-Attack
10 +4 Bonded Archetype Feature
11 +4 Bestial Power
12 +4 Primal Heritage, Ability Score Improvement
13 +5  
14 +5 Bonded Archetype Feature
15 +5 Primal Heritage
16 +5 Ability Score Improvement
17 +6  
18 +6 Primal Heritage, Bonded Archetype Feature
19 +6 Ability Score Improvement
20 +6  

Class Features

As a Bonded, you gain the following class features.

Hit Points

Hit Dice: 1d6 per bonded level.
Hit Points at 1st Level: 6 + your Constitution modifier.
Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per bonded level after 1st.

Proficiencies

Armor: Light armor, medium armor, shields.
Weapons: Simple weapons, Short Swords.
Tools: None.
Saving Throws: Strength, Constitution
Skills: Choose Two from Animal Handling, Athletics, Medicine, Nature, Perception, Stealth and Survival.

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

* (a) Leather barding or (b) a shield

* (a) A short sword or (b) any simple melee weapon.

* Leather armor, a riding saddle, an explorers's pack, and a Healers kit.

Animal Companion

The Bonded is focused around their relationship with their companion, the two are nearly inseparable. Due to the divine bond between animal and bonded, the animal ages at the same rate as their companion, from the shorter lifespan of half-orcs to the long lived elves. The animal companion also has hit dice that it receives every time the bonded levels up in the Bonded class. The animal shares their bonds proficiency bonus. When the Animal Companion is reduced to 0 hit points it starts dying. At the start of every turn roll a death saving throw for the Animal Companion, follow the same rules for death saving throws as players. If the animal companion dies, the Bonded suffers disadvantage on Attribute checks and Saves until their animal companion is revived, due to feeling like part of their self has died. The animal companion is more intelligent thanks to the bond it shares, as a result they're capable of effectively wearing armor and weapons specifically designed for them. The animal companion also understands the nature of the bond the two share, knowing full well the pain one will suffer should the other fall, and that their companion can revive them if the need arises. The animal companion has it's own personality but completely trusts it's bonded partner, and does it's best to follow commands while also providing insight. An animal companion will sacrifice itself for it's bonded as long as it believe is can be revived. It takes its turn on your initiative, it will move it's speed though it doesn't take an action unless you command it to. On your turn, you can spend an action to command your companion to take the Attack, Dash, Disengage, Dodge, or Help action. Once you have the Extra Attack feature, you can make one weapon attack yourself when you command the beast to take the Attack action. If the bonded is unconscious, the animal may take a full turn, controlled by the player. The animal companion understands one language the bonded speaks, but primary communicates via a telepathic bond.

Bonded Telepathy: Can communicate with the Bonded as long as they're with in 120 feet. May communicate through words, but may also communicate via other senses such as smells, sights, and even feelings.

Recommendations: Look up Barding and Saddles (PHB. 155), Mounted combat (PHB. 198). Select the type of animal the bonded is bound to.

The Pack

Usual Beast: Dog (Medium), Jackal (Medium), Wolf (Medium).
Hit Dice: 1d10 per bonded level.
Hit Points at 1st Level: 10 + Constitution mod.
Hit Points at Higher Levels: 1d10 (or 6) + Constitution mod per bonded level after 1st.

Stats: Str: 15 (+ 2) | Dex: 13 (+ 1) | Con: 12 (+ 1) | Int: 10 (+ 0) | Wis: 12 (+ 1) | Cha: 10 (+ 0)
Save Proficiency: Strength, Wisdom
Skills: Survival (Expertise); Pick two: Stealth, Intimidate, Perception, Performance.
Speed: 40 ft.
Vision: Dark Vision
Armor: Light armor
Natural Weapons: Bite (2d4 piercing)
Trip Attack: After a successful bite attack, if the target is a creature, it must succeed on a DC 8 + Proficiency + Strength modifier, or be knocked prone.

Animal Ability Improvements:
* (3rd level) Pack Tactics. The canine has advantage on attack rolls against a creature if at least one of the canine's allies is within 5 feet of the creature and the ally isn't incapacitated.
* (6th level) Wild Tracker: The canine can move at a fast pace while tracking, and remains alert to danger.

The Stalker

Usual Beast: Puma (Medium), Panther (Medium), Lion (Medium), Tiger (Medium), Saber-Toothed Tiger (Large).
Hit Dice: 1d6 per bonded level.
Hit Points at 1st Level: 6 + Constitution modifier.
Hit Points at Higher Levels: 1d6 (or 4) + Constitution modifier per bonded level after 1st.
Stats: Str: 12 (+ 1) | Dex: 15 (+ 2) | Con: 10 (+ 0) | Int: 10 (+ 0) | Wis: 12 (+ 1) | Cha: 13 (+ 1)
Saves: Dexterity, Charisma
Skills: Stealth (Expertise); Pick three: Acrobatics, Intimidate, Perception, Performance
Speed: 50 ft, Climb 40 ft.
Vision: Dark Vision
Armor: Light armor Natural Weapons: Bite (1d6 piercing), Claw (1d4 slashing, Finesse)
Pounce: If the feline moves at least 20 feet straight towards a creature and then hits it with a claw attack on the same turn, the target must succeed on a DC 8 + Proficiency + Strength modifier Strength saving throw or be knocked prone. If the target is prone, the feline can make one bite attack against it.

Animal Ability Improvements:

  • (3rd level) Sneak Attack.: Once per turn the feline deals an extra 1d6 damage to one creature it hits with an attack if you have advantage on the attack roll. You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll. The amount of damage increases by 1d6 every time you take this improvement.
  • (6th level) Evasion: When the Stalker is subjected to an effect that allows them to make a Dexterity saving throw to take only half damage, they instead take no damage if they succeed on the saving throw, and only half damage if they fail.
The Mighty
Usual Beast: Black Bear (Medium), Brown Bear (Medium).

Hit Dice: 1d12 per bonded level.
Hit Points at 1st Level: 12 + Constitution modifier.
Hit Points at Higher Levels: 1d12 (or 7) + Constitution modifier per bonded level after 1st.

Stats: Str: 14 (+ 2) | Dex: 10 (+ 0) | Con: 15 (+ 2) | Int: 10 (+ 0) | Wis: 12 (+ 1) | Cha: 10 (+ 0)
Saves: Constitution, Strength Skills: Athletics (Expertise); Pick two: Intimidate, Perception, Performance.
Speed: 40ft.
Vision: Normal
Armor: Light armor, Medium armor
Natural Weapons: Bite (1d6 piercing), Claws (2d4 slashing)
Rage: The ursine can spend an action to enter a rage, during which they have advantage on strength attribute checks, the ursine gains resistance to bludgeoning, slashing, and piercing, and increase their damage by + 2. The rage lasts 1 minute, and recharges after a short or long rest.
Animal Ability Improvements:

  • (3rd level) Sentinel: Ursine gains the Sentinel feat (PHB. 169).
  • (6th level) Blind Rage: The ursine can not be charmed or frightened during it's rage, if it is charmed or frightened when it enters rage, the effect is suspended for the duration of the rage.
The Vicious

Usual Beast: Raptor (Medium)
Hit Dice: 1d8 per bonded level.
Hit Points at 1st Level: 8 + Constitution modifier.
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per bonded level after 1st.

Stats: Str: 15 (+ 2) | Dex: 15 (+ 2) | Con: 12 (+ 1) | Int: 10 (+ 0) | Wis: 11 (+ 0) | Cha: 11 (+ 0)
Saves: Dexterity, Intelligence
Skills: Survival; Pick one: Athletics, Intimidate, Perception, Performance.
Speed: 40ft.
Vision: Normal
Armor: None
Natural Weapons: Bite (1d8 piercing), Claws (2d4 slashing)

  • Running Leap*: With a 10-foot running start, the raptor can long jump up to 25 feet.
    Animal Ability Improvements:
  • Pounce: If the raptor moves at least 20 feet straight towards a creature and then hits it with a claw attack on the same turn, the target must succeed on a DC 8 + Proficiency + Strength modifier Strength saving throw or be knocked prone. If the target is prone, the raptor can make one bite attack against it as a bonus action.
  • (6th level) Razor Claw: Claw attacks that hit an unarmored or lightly armored creature cause bleed. At the start of the creatures turn, it takes 1d8 damage until healed with magic.
The Aquatic Hunter

Usual Beast: Reef Shark (Medium), Hunter Shark (Large).
Hit Dice: 1d10 per bonded level.
Hit Points at 1st Level: 10 + Constitution modifier.
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per bonded level after 1st.

Stats: Str: 17 (+ 3) | Dex: 13 (+ 1) | Con: 15 (+ 2) | Int: 10 (+ 0) | Wis: 10 (+ 0) | Cha: 8 (- 1)
Saves: Constitution, Strength
Skills: Pick two: Athletics,
Speed: 0ft, Swim 40ft.
Vision: Normal
Armor: Light armor
Natural Weapons: Bite: (2d6 piercing)
Water Breathing: The shark can breathe only underwater.
Animal Ability Improvements:

  • (3rd level) WIP:
  • (6th level) Blood Frenzy: The shark has advantage on melee attack rolls against any creature that doesn't have all its hit points.
The Crafty

Usual Beast: Rat (Tiny), Raccoon (Tiny), Red Panda (Tiny), Ferret (Tiny), Weasel (Tiny).
Hit Dice: 1d4 per bonded level.
Hit Points at 1st Level: 4 + Constitution modifier.
Hit Points at Higher Levels: 1d4 (or 3) + Constitution modifier per bonded level after 1st.

Stats: Str: 7 (- 2) | Dex: 13 (+ 1) | Con: 10 (+ 0) | Int: 15 (+ 2) | Wis: 15 (+ 2) | Cha: 15 (+ 2)
Saves: Wisdom, Charisma
Skills: Pick four: Acrobatics, Animal Handling, Investigation, Perception, Performance, Slight of Hand, Stealth, Survival.
Proficiency: Pick two skills to have Expertise in (double proficiency bonus), one skill with Expertise and one tool proficiency, or pick two Tool Proficiencies: Thieves tools, Forgery Kit, Poisoner’s Kit, Tinker’s tools.
Speed: 20ft.
Vision: Dark Vision
Armor: Light armor
Natural Weapons: Bite: (1d4 piercing, Finesse)
Tiny Stature: While the animal companion is still Tiny in size, they have the ability to hide on their bonded (in a pack, armor, or clothing) any turn they do not take any actions and are adjacent to the bonded. The bonded must be at least one size category larger than the animal. While hidden on their bonded they gain the benefits of full concealment.
Skilled Manipulators: All Crafty have the ability to interact with objects as a normal humanoid would, opening doors, using keys, and even more dexterous tasks like picking locks.

Crafty Path


At 1st level select a Crafty Archetype: Shadow or Magical.
Shadow:
Lithe: As a bonus action, the Crafty does not provoke attacks of opportunity for the rest of their turn.
Sneak Attack: Once per turn the crafty deals an extra 1d6 damage to one creature it hits with an attack if they have advantage on the attack roll. They don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and they don't have disadvantage on the attack roll. The amount of damage increases based on the Bonded Class Level.




Bonded Class Level Sneak Attack
2nd 1d6
3rd 1d6
4th 1d6
5th 2d6
6th 2d6
7th 2d6
8th 3d6
9th 3d6
10th 3d6
11th 4d6
12th 4d6
13th 4d6
14th 5d6
15th 5d6
16th 5d6
17th 6d6
18th 6d6
19th 6d6
20th 7d6

Magical: Naturally skilled in magic, the Crafty selects either the Bard (Charisma), Cleric (Wisdom), or Wizard (Intelligence), spell list to select spells from. Each has an associated ability to cast with for calculating the Save DC or Attack Bonus.











Bonded Class Level Cantrips Known Spells Known 1st 2nd 3rd 4th 5th
2nd 2 2 2
3rd 2 3 3
4th 3 3 3
5th 3 4 4 2
6th 3 4 4 2
7th 3 5 4 3
8th 3 5 4 3
9th 3 6 4 3 2
10th 4 6 4 3 2
11th 4 7 4 3 3
12th 4 7 4 3 3
13th 4 8 4 3 3 1
14th 4 8 4 3 3 1
15th 4 9 4 3 3 2
16th 4 9 4 3 3 2
17th 4 10 4 3 3 3 1
18th 4 10 4 3 3 3 1
19th 4 11 4 3 3 3 2
20th 4 11 4 3 3 3 2

Spell Save DC: 8 + Proficiency Bonus + Animal's Ability Modifier
Spell Attack Bonus: Proficiency Bonus + Animal's Ability Modifier

Animal Ability Improvements:

  • (3rd level) Expertise: Select a skill the animal is proficient in. Your proficiency bonus is double for any ability check they make that uses the chosen proficiency. This may be taken multiple times, selecting a new skill each time.
  • (6th level) Tool Proficiency: Select a tool proficiency: Thieves tools, Tinker's tools, Painter's Supplies, Forgery Kit, Poisoners kit, Navigator's tools. This may be selected multiple times, selecting a new proficiency each time.

Revival Ritual

The divine bond has intertwined the souls of the companions, giving the bonded the ability to revive their animal through a ritual. The ritual can be cast once per long rest.
Revive Bond Companion

Divine bond (Ritual)
Casting Time: 1 hour
Range: Touch
Components: V, S, M (A piece of the companion)
Duration: Instantaneous
The bonded touches their dead animal, if it's soul is free and willing, the target returns to life with all it's hit points. This spell closes all the animals' mortal wounds and restores any missing body parts. Coming back from the dead is an ordeal. The animal takes a -4 penalty to all attack rolls, saving throws, and ability checks. Every time the target finishes a long rest, the penalty is reduced by 1 until it disappears. Casting this spell taxes the caster greatly. Until the bonded finish a long rest, they can't cast spells again, and have disadvantage on all attack rolls, ability checks, and saving throws.

Bonded Archetype

At 2nd level, the bonded chooses an archetype that defines their relationship with their animal: Knight or Bound-Shaper, both detailed at the end of class description. Your choice grants you features at 2nd level and again at 6th and 10th, and 14th level.

Primal Heritage

At 3rd level, and again at 6th level, 9th level, 12th level, 15th level, and 18th level; the animal Improves a single ability score by one and gains one Animal Ability Improvement from the Animal Companion feature or from the list below.
Animal Ability Improvements
Bonded Attunement: Animal companion gains the ability to attune to a magical item that it's proficient in and can wear or wield. This can be taken a second time, and allows for up to two magical items to be attuned to your animal companion.
Danger Sense: Gain advantage on Dexterity saves if the animal companion can see or hear the threat comings.
Keen Hearing and Smell: Grants advantage on Wisdom (Perception) checks that rely on hearing or smell.
Mobile: Non-Aquatic Animal Companion gains 10 speed, and gain a Climb or Swim speed of 30. Aquatic Animal Companions gain 15 speed.
Armor Proficiency: Grants Light Armor Proficiency if the Animal has no armor proficiencies, Medium Armor Proficiency if they only have Light, and Heavy Armor Proficiency if they have Light and Medium. May be taken multiple times.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, both the bonded and animal can both increase one ability score of their choice by 2, or they can increase two ability scores of their choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Extra Attack

Beginning at 5th level, the bonded can attack twice, instead of once, whenever they take the Attack action on their turn.

Bound Souls

At 7th level, the divine bond between bonded and animal strengths to sustain their very souls. If ever one dies, bonded or animal, their soul may reside within the other's body. During such a time, the carried soul may telepathically communicate with the body, and any part of that body can be considered either the bonded or animal for purposes of revival for 10 minutes after being cut free.

Companion Multi-Attack

At 9th level, the animal gains Multi-Attack. When the animal takes the attack action, they can make two attacks. An animal capable of spell casting can also cast a single Cantrip per turn as part of an attack action.

Bestial Power

At 11th level, you can increase one of your animals ability score of your choice by 2, or you can increase two of their ability scores of your choice by 1. You can't increase an ability score above 22 using this feature.

Bonded Archetypes

Knight

The Bonded Knight is a fearsome sight, the bonded and their massive animal companion.
WIP: Descriptive flavor text

Mount and Rider

At 2nd level your animal companion gains the following bonuses:

  • Increase Animal’s Intelligence, Wisdom, and Charisma ability scores by 1.
  • Becomes one size category larger than you.
  • Gains two additional hit dice plus double Constitution modifier of health.
  • Speed increases by 10 feet.
  • Companion gains the ability to speak and understand one language you can know.
    You gain the following bonuses while riding your animal companion:
  • As a reaction you may redirect an attack towards your animal companion.
  • You may use your animal companions Dexterity save instead of your own.
Bonus Proficiencies

When you become a Knight at 2nd level, you gain proficiency with heavy armor and martial weapons.

Combat Ready

At 6th level, your animal companion gains proficiency in new types of weapons and armor.
Pack: Medium Armor
Stalker: Medium Armor
Mighty: Heavy Armor
Vicious: Light Armor
Shark: Medium Armor
Crafty: Medium Armor, Shields, Simple weapons.

Fighting Style

At 6th level you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a fighting Style option more than one, even if you later get o choose again.
Archery: You gain a + 2 bonus to attack rolls you make with ranged weapons.
Defense: While you are wearing armor, you gain a + 1 bonus to AC.
Great Weapon Fighting: When you roll a 1 or 2 on damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
Protection: When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
Two-Weapon Fighting: When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

WIP

At 10th level

WIP

At 14th level

WIP

At 18th level

Bonded-Shaper

The divine bond sometimes blurs the line between the two to the point that one can become the other.
WIP: Descriptive flavor text

Call of the Wild

At 2nd level your animal companion gains the following bonuses:

  • Increase Animal’s Strength, Dexterity, and Constitution ability scores by 1.
    You gain the following bonuses:
  • You gain the ability to speak with beasts.
Pack Instinct

At 2nd level, your connection with your animal companion deepens, allowing one to instinctively know what the other is planning in combat. You learn maneuvers that are fueled by special dice called instinct dice.
Assists: You learn three assists of your choice, which are detailed under "Assists" below. Assists enhance an attack or require a special attack with the help of your animal companion. You can use only one assist per attack. You may not use an attack granted by Assist to further trigger an assist. For example, if your companion claws a creature, you may expend an instinct die to allow your companion to make another claw attack, but you can not expend another instinct die if the second attack hits, because that attack was granted by an assist. You learn two additional assists of your choice at 6th, 10th, and 14th level. Each time you learn new assists, you can also replace one assist you know with a different one.
Instinct Dice: You have six instinct dice, which are d6s. An instinct die is expended when you use it. You regain all of your expended instinct dice when you finish a short or long rest. You gain an additional two instinct die at 6th level, two more at 10th level, and two more at 14th level.

Shared Shape

At 2nd level, you can use your action to magically assume the same shape as your animal companion. You can use this feature twice. You regain expended uses when you finish a short or long rest. You can stay in your animal companions shape for the number of hours equal to half your bonded level (rounded down). You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die. While you are transformed, the following rules apply:

  • You assume the same Strength, Dexterity, Constitution of your animal companion but retain your alignment, personality, Intelligence, Wisdom, and Charisma. You also retain all of your skill and saving throw proficiency, in addition to gaining those of the creature.
  • When you transform, you assume the animal's hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious.
  • If your animal is not the Crafty: You can't cast spells, talk, or perform actions that require hands while transformed. You can maintain concentration on spells, and you can continue to take actions that are part of a spell that you've already cast.
  • You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your special senses, such as darkvision, unless your new form also has that sense.
  • If the animal has spell casting abilities, you gain the ability to cast spells for them, using their spell list and spell slots. Both bonded and animal may hold different concentration spells. You can spend a bonus action to transfer concentration for a spell between Bonded and Animal.
  • You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Work equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of equipment, based on the creature's shape and size. Your equipment doesn't change size or shape to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.
Selective Shifting

At 6th level, you gain the ability to further control your shape change, letting you choose which ability scores you gain from your animal companion, and which you keep from your own.

Honed Instinct

At 10th level, your instinct dice turn into d8s.

Chain Assists

At 14th level, an assist can trigger another assist, however you can only use each assist once per chain. For example you could trip a creature, use grounded follow up, and then use rake, however you could not trip a creature, use rake and then use rake again.
(Design Note) this could allow for some seriously heavy turns, ensure wording on Assists only allow Assists on targets hit, do not allow choice of targets, otherwise the Assist chain could use all instinct and allow the Bonded and Animal to move around the entire field. That or save this ability for level 18 or 20, because getting upwards of 14 attacks in a turn is insane balance wise. I’m ok with the idea of the Bonded going all out on a single target, as long as they continue to hit and chain assists, it’s a cool power that builds to some really cool abilities.

WIP

At 18th level

Assists

The assists are presented in alphabetical order.
Between the Legs (All): When a creature misses you or your animal companion with a melee attack, you can use your reaction and expend one instinct die to allow them to move their full speed, increasing their AC by the instinct die while they’re moving.
Bloody Chomp (All): When you or your animal companion hits a creature with flesh with a bite attack, you can expend one instinct die to recover the instinct die plus their constitution modifier worth of hit points.
Distracting Assist (All): When you or your animal companion hit a creature, you can expend one instinct to use up that creatures reaction. You add the instinct die to the attack's damage roll.
Follow Up (C[Magical]): When you or your animal companion hit at least one creature with a spell, you can expend one instinct die to allow the other to make an attack against any one target of the spell. You add the instinct die to the attack roll.
Ferocious Bite (All): When you or your animal hits a target, you may expend one instinct die to allow the other to make a Bite attack against the target. You add the instinct die to the damage roll.
Hypnotic Spell (C[Magical]): When you or your animal deals damage to at least one creature with a spell, you may expend one instinct die to force all damaged by the spell to make a Spell Save against the caster, or lost their reaction.
Lock Jaw (All): Animal companion must have bite attack. When you or your animal companion hit a creature with a bite attack, you can expend one instinct die to allow the biter to make a free grapple attempt against the same target. Add the instinct die to the grapple attempt.
Lunge Assist (All): When you hit a creature with a melee weapon, you can expend one instinct die to allow your Animal Companion to move its speed and make a melee or melee spell attack against the target. You add the instinct die to the second attack roll.
Pounce Setup (S,V): Animal companion must have Pounce feature. When you trip a creature, you can expend one instinct die to allow your animal companion to move its speed and make a bite attack against the tripped creature.
Quick Spell Assist (C[Magical]): Bonded or Animal must be able to cast spells. When you or your animal hits a creature, if the other is capable of casting a cantrip or a spell with a casting time of a bonus action, You may expend an instinct die to have the other cast a cantrip or a spell with a casting time of a bonus action.
Grounded Follow Up (P,S,V): After you or your animal companion knocks a creature prone, you can expend one instinct die to allow the other to make a single melee attack against the prone creature. You add the instinct die to the second attack roll.
Rake (S,M,V): Animal companion must have a claw attack. When you or your animal companion hit a prone creature with a claw attack, You may expend a instinct die to have your animal companion make a second claw attack. You add the instinct die to the second attack roll.
Savage Assist (P,S,V,C[magical]): When you or your animal companion force a creature to make a saving throw while the other is within 5 feet of the creature, you may expend one instinct to add the instinct die to the saving throw's DC.
Tooth and Claw (S,M,V): When you or your animal companion hit a creature with a bite attack, you may expend an instinct die to allow the other to make a single claw attack against that creature. Add instinct die to the claw attack's attack roll.
Unity (All): When you and your animal companion are with in 5 feet of each other, you may expend a bonus action and a instinct die to give both yourself and your animal companion the instinct die plus their constitution modifier worth of temporary hit points.
Zigzag (All): When you and your animal companion are with in 5 feet of each other, you may expend a bonus action and an instinct die to allow both yourself and your animal companion to move full speed without provoking attacks of opportunity, however you must both end up with in 5 feet of one another, and can not attack until the movement is complete.

Assists Useful by Animal Type
Pack: 9
Stalker: 13
Mighty: 10
Vicious: 13
Aquatic: 7
Crafty (Shadow): 7
Crafty (Magical): 11

HB Class Bonded Companion

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